Merge branch 'master' of github.com:TrinityCore/TrinityCore into 4.3.4

Conflicts:
	src/server/game/Battlegrounds/ArenaTeam.cpp
	src/server/game/Entities/Player/Player.cpp
	src/server/game/Entities/Unit/StatSystem.cpp
	src/server/game/Entities/Unit/Unit.cpp
	src/server/game/Spells/Spell.cpp
	src/server/scripts/EasternKingdoms/ZulAman/boss_janalai.cpp
	src/server/scripts/Kalimdor/zone_durotar.cpp
	src/server/scripts/Spells/spell_warrior.cpp
This commit is contained in:
Vincent-Michael
2014-08-24 02:11:33 +02:00
91 changed files with 334 additions and 257 deletions
+21 -21
View File
@@ -1190,11 +1190,11 @@ bool Position::operator==(Position const &a)
bool Position::HasInLine(WorldObject const* target, float width) const
{
if (!HasInArc(M_PI, target))
if (!HasInArc(float(M_PI), target))
return false;
width += target->GetObjectSize();
float angle = GetRelativeAngle(target);
return fabs(sin(angle)) * GetExactDist2d(target->GetPositionX(), target->GetPositionY()) < width;
return std::fabs(std::sin(angle)) * GetExactDist2d(target->GetPositionX(), target->GetPositionY()) < width;
}
std::string Position::ToString() const
@@ -1379,7 +1379,7 @@ InstanceScript* WorldObject::GetInstanceScript()
float WorldObject::GetDistanceZ(const WorldObject* obj) const
{
float dz = fabs(GetPositionZ() - obj->GetPositionZ());
float dz = std::fabs(GetPositionZ() - obj->GetPositionZ());
float sizefactor = GetObjectSize() + obj->GetObjectSize();
float dist = dz - sizefactor;
return (dist > 0 ? dist : 0);
@@ -1602,7 +1602,7 @@ bool WorldObject::IsInRange3d(float x, float y, float z, float minRange, float m
void Position::RelocateOffset(const Position & offset)
{
m_positionX = GetPositionX() + (offset.GetPositionX() * std::cos(GetOrientation()) + offset.GetPositionY() * std::sin(GetOrientation() + M_PI));
m_positionX = GetPositionX() + (offset.GetPositionX() * std::cos(GetOrientation()) + offset.GetPositionY() * std::sin(GetOrientation() + float(M_PI)));
m_positionY = GetPositionY() + (offset.GetPositionY() * std::cos(GetOrientation()) + offset.GetPositionX() * std::sin(GetOrientation()));
m_positionZ = GetPositionZ() + offset.GetPositionZ();
SetOrientation(GetOrientation() + offset.GetOrientation());
@@ -1633,8 +1633,8 @@ float Position::GetAngle(const float x, const float y) const
float dx = x - GetPositionX();
float dy = y - GetPositionY();
float ang = atan2(dy, dx);
ang = (ang >= 0) ? ang : 2 * M_PI + ang;
float ang = std::atan2(dy, dx);
ang = (ang >= 0) ? ang : 2 * float(M_PI) + ang;
return ang;
}
@@ -1643,7 +1643,7 @@ void Position::GetSinCos(const float x, const float y, float &vsin, float &vcos)
float dx = GetPositionX() - x;
float dy = GetPositionY() - y;
if (fabs(dx) < 0.001f && fabs(dy) < 0.001f)
if (std::fabs(dx) < 0.001f && std::fabs(dy) < 0.001f)
{
float angle = (float)rand_norm()*static_cast<float>(2*M_PI);
vcos = std::cos(angle);
@@ -1651,7 +1651,7 @@ void Position::GetSinCos(const float x, const float y, float &vsin, float &vcos)
}
else
{
float dist = sqrt((dx*dx) + (dy*dy));
float dist = std::sqrt((dx*dx) + (dy*dy));
vcos = dx / dist;
vsin = dy / dist;
}
@@ -1671,8 +1671,8 @@ bool Position::HasInArc(float arc, const Position* obj, float border) const
// move angle to range -pi ... +pi
angle = NormalizeOrientation(angle);
if (angle > M_PI)
angle -= 2.0f*M_PI;
if (angle > float(M_PI))
angle -= 2.0f * float(M_PI);
float lborder = -1 * (arc/border); // in range -pi..0
float rborder = (arc/border); // in range 0..pi
@@ -1706,7 +1706,7 @@ bool WorldObject::isInFront(WorldObject const* target, float arc) const
bool WorldObject::isInBack(WorldObject const* target, float arc) const
{
return !HasInArc(2 * M_PI - arc, target);
return !HasInArc(2 * float(M_PI) - arc, target);
}
void WorldObject::GetRandomPoint(const Position &pos, float distance, float &rand_x, float &rand_y, float &rand_z) const
@@ -2002,7 +2002,7 @@ bool WorldObject::CanDetectStealthOf(WorldObject const* obj) const
if (distance < combatReach)
return true;
if (!HasInArc(M_PI, obj))
if (!HasInArc(float(M_PI), obj))
return false;
GameObject const* go = ToGameObject();
@@ -2670,7 +2670,7 @@ void WorldObject::GetNearPoint(WorldObject const* /*searcher*/, float &x, float
float first_z = z;
// loop in a circle to look for a point in LoS using small steps
for (float angle = M_PI / 8; angle < M_PI * 2; angle += M_PI / 8)
for (float angle = float(M_PI) / 8; angle < float(M_PI) * 2; angle += float(M_PI) / 8)
{
GetNearPoint2D(x, y, distance2d + searcher_size, absAngle + angle);
z = GetPositionZ();
@@ -2740,20 +2740,20 @@ void WorldObject::MovePosition(Position &pos, float dist, float angle)
ground = GetMap()->GetHeight(GetPhaseMask(), destx, desty, MAX_HEIGHT, true);
floor = GetMap()->GetHeight(GetPhaseMask(), destx, desty, pos.m_positionZ, true);
destz = fabs(ground - pos.m_positionZ) <= fabs(floor - pos.m_positionZ) ? ground : floor;
destz = std::fabs(ground - pos.m_positionZ) <= std::fabs(floor - pos.m_positionZ) ? ground : floor;
float step = dist/10.0f;
for (uint8 j = 0; j < 10; ++j)
{
// do not allow too big z changes
if (fabs(pos.m_positionZ - destz) > 6)
if (std::fabs(pos.m_positionZ - destz) > 6)
{
destx -= step * std::cos(angle);
desty -= step * std::sin(angle);
ground = GetMap()->GetHeight(GetPhaseMask(), destx, desty, MAX_HEIGHT, true);
floor = GetMap()->GetHeight(GetPhaseMask(), destx, desty, pos.m_positionZ, true);
destz = fabs(ground - pos.m_positionZ) <= fabs(floor - pos.m_positionZ) ? ground : floor;
destz = std::fabs(ground - pos.m_positionZ) <= std::fabs(floor - pos.m_positionZ) ? ground : floor;
}
// we have correct destz now
else
@@ -2774,7 +2774,7 @@ float NormalizeZforCollision(WorldObject* obj, float x, float y, float z)
{
float ground = obj->GetMap()->GetHeight(obj->GetPhaseMask(), x, y, MAX_HEIGHT, true);
float floor = obj->GetMap()->GetHeight(obj->GetPhaseMask(), x, y, z + 2.0f, true);
float helper = fabs(ground - z) <= fabs(floor - z) ? ground : floor;
float helper = std::fabs(ground - z) <= std::fabs(floor - z) ? ground : floor;
if (z > helper) // must be above ground
{
if (Unit* unit = obj->ToUnit())
@@ -2789,7 +2789,7 @@ float NormalizeZforCollision(WorldObject* obj, float x, float y, float z)
if (liquid_status.level > z) // z is underwater
return z;
else
return fabs(liquid_status.level - z) <= fabs(helper - z) ? liquid_status.level : helper;
return std::fabs(liquid_status.level - z) <= std::fabs(helper - z) ? liquid_status.level : helper;
}
}
return helper;
@@ -2818,7 +2818,7 @@ void WorldObject::MovePositionToFirstCollision(Position &pos, float dist, float
// move back a bit
destx -= CONTACT_DISTANCE * std::cos(angle);
desty -= CONTACT_DISTANCE * std::sin(angle);
dist = sqrt((pos.m_positionX - destx)*(pos.m_positionX - destx) + (pos.m_positionY - desty)*(pos.m_positionY - desty));
dist = std::sqrt((pos.m_positionX - destx)*(pos.m_positionX - destx) + (pos.m_positionY - desty)*(pos.m_positionY - desty));
}
// check dynamic collision
@@ -2829,7 +2829,7 @@ void WorldObject::MovePositionToFirstCollision(Position &pos, float dist, float
{
destx -= CONTACT_DISTANCE * std::cos(angle);
desty -= CONTACT_DISTANCE * std::sin(angle);
dist = sqrt((pos.m_positionX - destx)*(pos.m_positionX - destx) + (pos.m_positionY - desty)*(pos.m_positionY - desty));
dist = std::sqrt((pos.m_positionX - destx)*(pos.m_positionX - destx) + (pos.m_positionY - desty)*(pos.m_positionY - desty));
}
float step = dist / 10.0f;
@@ -2837,7 +2837,7 @@ void WorldObject::MovePositionToFirstCollision(Position &pos, float dist, float
for (uint8 j = 0; j < 10; ++j)
{
// do not allow too big z changes
if (fabs(pos.m_positionZ - destz) > 6.0f)
if (std::fabs(pos.m_positionZ - destz) > 6.0f)
{
destx -= step * std::cos(angle);
desty -= step * std::sin(angle);